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Question by bmusin2015 · Mar 17, 2020 at 08:09 AM · audioaudiosource

unity stops playing audio when there are over 30 audio sources!

In my topdown shooter game i made a pool of gameobjects containing audiosource, so whenever i want to play any sound mu SoundManager script activates the pool and new sound is being played. The system works fine until there are more than 30 (while using machine gun, for instance) active audiosources: the more audio sources there are the lower sound is. Noticeable that background music (attached to SoundManager itself) plays fine.
Here are links to guys who had the same problem:
https://forum.unity.com/threads/sound-cuts-of-or-clips-when-using-many-audio-sources-with-custom-priorities.522143/
https://forum.unity.com/threads/overloading-with-audiosources-making-a-music-game.66460/
http://answers.unity3d.com/questions/27997/too-many-audiosources
Thank you in advance!

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avatar image metalted · Mar 18, 2020 at 06:06 PM 0
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https://answers.unity.com/questions/977606/how-to-play-multiple-sounds-simultaneously.html . Please dont get your hopes up, this is not an answer to your question. But it might give some vital information. $$anonymous$$aybe the engine is not able to run that many audio-sources, but you could, according to this question, run multiple audio clips on one audio source. $$anonymous$$aybe there is a sweet spot between the sources and the clips. So ins$$anonymous$$d of 30 sources with one clip, it might work having 6 sources with 5 clips or something.

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